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Victoria 3 - Dev Diary #64 - Post-Release Plans

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Hello and welcome to the first of many post-release Victoria 3 dev diaries! The game may now be out at last (weird, isn’t it?) but for us that just means a different phase of work has begun, the work of post-release support. We’ve been quite busy collecting feedback, fixing bugs and making balance changes, and are now working on the free patches that will be following the release, the first of which is a hotfix that should already be with you at the time you read this.

Our plans are naturally not limited to just hotfixes though, and so the topic of this dev diary is to outline what you can expect us to be focusing on in the first few larger free patches. We will not be focusing on our long-term ambitions for the game today; we certainly have no shortage of cool ideas for where we could take Victoria 3 in the years to come, but right now our focus is post-release support and patches, not expansion plans.

However, before I start, I want to share my own personal thoughts on the release. Overall, I consider the release a great success, and have been blown away by the sheer amount of people that have bought and are now playing Victoria 3. I’ve had a hand in this project since its earliest design inception, and have been Game Director of Victoria 3 since I left Stellaris in late 2018, and while it certainly hasn’t been the easiest game to work on at times, it is by far the most interesting and fulfilling project I’ve ever directed. The overarching vision of the game - a ‘society builder’ that puts internal development, economy and politics in the driving seat - may not have changed much since then, but the mechanics and systems have gone through innumerable iterations (a prominent internal joke in the team is ‘just one more Market Rework, please?’) to arrive where we are today, at what I consider to be a great game, one that lives up to our vision - but one that could do with improvement in a few key areas.

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The first of these areas is military: The military system, being very different from the military systems of previous Grand Strategy Games, is one of those systems that has gone through a lot of iterations. While I believe that we have landed on a very solid core of how we want military gameplay in Victoria 3 to function and we have no intention of moving back towards a more tactical system, it is a system that suffers from some interface woes and which could do with selective deepening and increasing player control in specific areas. A few of the things we’re looking into improving and expanding on for the military system follow here, in no particular order:
  • Addressing some of the rough edges in how generals function at the moment, such as improving unit selection for battles and balancing the overall progression along fronts
  • Adding the ability for countries to set strategic objectives for their generals
  • Increasing the visibility of navies and making admirals easier to work with
  • Improving the ability of players to get an overview of their military situation and exposing more data, like the underlying numbers behind battle sizes
  • Finding solutions for the issue where theaters can split into multiple (sometimes even dozens) of tiny fronts as pockets are created
  • Experimenting with controlled front-splitting for longer fronts

The second area is historical immersion: While we have always been upfront with the fact that Victoria 3 is a historical sandbox rather than a strictly historical game, we still want players to feel as though the events unfolding forms a plausible alt-history, and right now there are some expected historical outcomes that are either not happening often enough, or happening in such a way that they become immersion-breaking. Again, in no particular order, some areas targeted for improvement in the short term:
  • Ensuring the American Civil War has a decent chance to happen, happens in a way that makes sense (slave states rising up to defend slavery, etc), and isn’t easily avoidable by the player.
  • Tweaking content such as the Meiji Restoration, Alaska purchase and so on in a way that they can more frequently be successfully performed by the AI, through a mix of AI improvements and content tweaks
  • Working to expose and improve content such as expeditions and journal entries that is currently too difficult for players to find or complete
  • Ensuring unifications such as Italy, Germany and Canada doesn’t constantly happen decades ahead of the historical schedule, and increasing the challenge of unifying Italy and Germany in particular
  • General AI tweaks to have AI countries play in a more believable, immersive way

We're balancing cultural/religious tolerance laws by having more restrictive laws increase the loyalty of accepted pops, so there is an actual trade-off involved.
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The third area is diplomacy. While I think what we do have here is quite good and not in need of any significant redesign, this is an area that could do with even more deepening and there’s some options we want to add to diplomacy and diplomatic plays:
  • ‘Reverse-swaying’, that is the ability to offer to join a side in a play in exchange for something
  • The ability to expand your primary demands in a diplomatic play beyond just one wargoal (though this has to be done in such a way that there’s still a reason for countries to actually back down)
  • More things to offer in diplomatic plays, like giving away your own land
  • Trading (or at least giving away) states
  • Foreign investment and some form of construction in other countries, at least if they’re part of your market
  • Improving and expanding on interactions with and from subjects, such as being able to grant and ask for more autonomy through a diplomatic action

While those are the major areas targeted for improvement, there are other things that fall outside the scope of either warfare, historical immersion and diplomacy where we’ve also heard your feedback and want to make improvements, a few examples being:
  • Making it easier to get an overview of your Pops and Pop factors such as Needs, Standard of Living and Radicals/Loyalists
  • Experimenting with autonomous private-sector construction and increasing the differences in gameplay between different economic systems (though as I’ve said many times, we are never going to take construction entirely out of the hands of the player)
  • Ironing out some of the kinks with the late-game economy and the AI’s ability to develop key resources such as oil and rubber
  • Making it more interesting and ‘competitive’ but also more challenging to play in a more conservative and autocratic style

One of the first mechanics we're tweaking is Legitimacy, increasing its impact and making it so the share of votes in government matters far more, especially with more democratic laws.
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The above is of course not even close to being an exhaustive list of everything we want to do, and I can’t promise that everything on the list is going to make it into the first few patches, or that our priorities won’t change as we continue to read and take in your feedback, only that as it stands these are our plans for the near future. I will also remind once again that everything mentioned above is something we want for our free post-release patches. At some point we will start talking about our plans for expansions, but that is definitely not anytime soon!

What I can promise you though, is that we’re going to strive to keep you informed and do our best to give you insight into the post-release development process with dev diaries, videos and streams, just like we did before the game was released. I’ll return next week as we start covering the details of the work we’re doing for our first post-release patch. See you then!
 

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While I believe that we have landed on a very solid core of how we want military gameplay in Victoria 3 to function and we have no intention of moving back towards a more tactical system, it is a system that suffers from some interface woes and which could do with selective deepening and increasing player control in specific areas.​
Why not add full player agency? For a game that specialises so heavily on diplomacy and allowing the player to take advantage of it, it is quite stupid to completely neuter the FUNDAMENTAL BASIS for all diplomacy: military. In this game there is no way to simulate the outcomes of some of the most important fronts of the time, which were won by tactics and positioning. This is impossible to replicate in this game as where your army ends up is completely down to a roll of the dice.
 
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Are there potentially any plans to make cultural assimilation more dynamic? Right now only having assimilation occur into a primary culture and no matter which culture is assimilating leads to a lot of weird situations, like African migrants to the Americas becoming Yankee or Brazilian or other European heritage culture in those countries instead of Afro-American or Afro-Brazilian. I think it would make the most sense to tie assimilation into the heritage traits, with a culture assimilating into the largest culture of its heritage in a state if both are accepted. Ideally though, which cultures can assimilate or which culture they assimilate to should be made moddable with scripting (I think it's hardcoded now?).
 
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are there plans to make Russian colonization of Hokkaido, or the USA's colonization of Alberta/Saskatchewan happen less often, or have ways that those territories are transferred back to the "correct" owner to make the map less jarring, more historical

and have decisions like the transfer of northwestern states happen more often by the AI?
 
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Bold move calling this a huge success based on player numbers. Saying you collected player feedback... Have you even read your own forums? Every 2. post is a negative critque.

The Ai is stupid even for paradox standarts
The Performance abyysmal
The gameplay repetitive and most of the time you spend doing nothing

The post litteraly says multiple times your trying YOUR vision. Not ours. This is a sad state of affairs.
Also telling everyone that you COULD move back to a propper war system but wont is like slapping them in the face.
 
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Are there potentially any plans to make cultural assimilation more dynamic? Right now only having assimilation occur into a primary culture and no matter which culture is assimilating leads to a lot of weird situations, like African migrants to the Americas becoming Yankee or Brazilian or other European heritage culture in those countries instead of Afro-American or Afro-Brazilian. I think it would make the most sense to tie assimilation into the heritage traits, with a culture assimilating into the largest culture of its heritage in a state if both are accepted. Ideally though, which cultures can assimilate or which culture they assimilate to should be made moddable with scripting (I think it's hardcoded now?).
This is an important point. Cultural assimilation is quite undeveloped at present.
 
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Really good dev diary, I greatly appreciate your hard work and that of the team and look forward to the things mentioned here making their way to the game. Two I want to point out is 1: the controlled front splitting. That sounds like being able to have generals positioned along the front but allowing them to function independent of each other with their own objectives, I really like this having all my generals along a front but only one fighting battles and contributing feels a bit immersion breaking at times. 2: foreign investment. Yes I love this it's a huge thing and if you make it a diplomatic play where say a oil hungry nation like Germany begins investing in other nations with oil so they can buy it is very historical and would allow players to develop without the need for colonies as they can simply give money to a nation to develop the industry or good that the benefactor wants. The other Changes mentioned I'm excited about as well but those two stick out to me as things I wanted when I started playing. Thanks again!
 
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Are there any plans on improving upon the UI? I like the aesthetic and the nested tool tips, but there is a lot of wasted space on the different menus, resulting in a lot of unnecessary clicking to get what you're looking for. Current UI looks more console friendly than PC oriented.

For example, while the icon art for resources, buildings, laws, and military garrisons are pretty, they're just too big, resulting in a lot of wasted space on the screen. There are already mods on the Workshop that use smaller icons, which result in more information being presented on screen at any given time.

I'm the kinda player that likes having as much information as possible, presented in an organized manner, without having to scroll up/down a lot, or clicking on an option, only to view a new screen, make my choice, then back out to the original menu.

Take the law/government screens as an example. I have to click a category which takes me to a new page, where I make my choice, then back out to the main law page. Why not have a more condensed version that shows all options for all laws on the screen at once? Mouse over an option, and the tool tips show you what otherwise would be on the sub-menu. Take a look at Vic2's menu for laws to get a rough idea on what I'm talking about. I don't expect a 1:1 version of Vic2's menus in Vic3, but what Vic2 did do well is present a lot of useful information on the screen at one time.

All in all, I like the UI, but it really needs to optimize the available screen real estate to provide as much organized info on the screen at one time.
 
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All of this honestly sounds amazing, and, if properly implemented, will take this game from ‘wait and see’ to ‘must have and play’ in my opinion.
 
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I love most of what you said here and I think it all goes Sinto the right direction. Personally I like the game a lot, it has a lot of rough edges but ,out guys are good at making rough diamonds shine so I look forward to the updates!

What I would like to ask and also see on that list however would be two things:

1. Automatic trading, or at least some form of it. As it stands now I must mange most myself which honestly kinda sucks especially late game, if that could be less tidious it would be awesome (also the ability to raise tariffs on specific goods like as in consumption taxes would be cool could use the same cost too)

2. A way to join wars after they started. That's mostly for multiplayer but also in single player, id really love to see a system were a war gets another Diplo incident started each year it lasts and both parties get moves depending on the cost of the war, to either sway neutral parties or expand their war goals.

Outside these two topics I don't have any major things to add to the list. You guys did great work really looking forward to what comes next!
 
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I have to ask - is reworking and improving the game UI part of these post-release plans? There are tons of forum suggestions and even mods around UI improvements, so clearly players feel the current state of UI leaves something to be desired.
 
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This is great stuff I already believe the game is good after mods and recent patch, but if this stuff is implemented it would be super soild. I really believe the core gameplay is really good, and really different to other paradox games, it is a breath of fresh air and I am happy you are sticking to your guns.
 
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The sooner the "I want to be able to plant my army in a mountain to abuse the AI" (strategy!) folks reach the Acceptance stage of grief the better.
 
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